Are their any common techniques used to texture large surfaces such as ground that could expand for an undetermined distance? Assigning a single texture to a large surface doesn't exactly seem like it would do the trick.
- Viewing Profile: Topics: Slig Commando
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- Age 25 years old
- Birthday December 31, 1987
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Topics I've Started
Texturing large surface
15 April 2013 - 04:50 PM
Calculate direction vector after collision
01 March 2013 - 07:49 PM
So I am trying to figure how to properly identify an objects new direction after colliding with another object. So if I know a bodie's acceleration, velocity, direction it is moving, ect..., how would you go about this? Say a ball is moving towards a wall, I im not sure which direction to apply force at the collision point to that body. I am sure it has something to do with the dot product of the two colliding bodies, but can anyone give some insight?
Updating engine from dx9 to dx11
29 September 2012 - 09:42 PM
I have been building a home grown engine for a few years now just as a hobby using dx9, so not working on it full time. So my question is, eventually I will need to update to directx11, and was just curious if someone with experience could enlighten me how difficult this could be. Really just changing how you use the d3ddevice right? I am already using a programmable pipeline, so that wont be an issue, but are there any other big challenges involved? Thanks.
Swap chains(DX9)
16 September 2012 - 02:51 PM
So I have taken a pretty long break from working on my home grown engine, and I am now getting back into it. Before I quit for the time, I had converted my rendering pipeline from a FFP to a PP(deferred rendering ect...). Before I had converted, I was using swap chains to present to multiple window handles, but I am now implementing that into my new deferred pipeline. My current implementation is simply overriding the window handle parameter on device->Present() . So my question is, why even use swap chains ever? I thought there only functionality was to present to multiple windows, but you can do that by simply overriding the parameter in Present(). Its been a while since I last used swap chains, so I kind of have forgotten their main purpose.
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